Fix a bunch of state leaks that made multitextured fullbrights smear the world.

Now just have one (known) issue with bmodels with fullbright textures not
rendering their base texture. Floating fullbrights are nifty!

Also a number of optimizations, which need wider performance testing.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2004-02-21 05:36:19 +00:00
parent 6e6df349e4
commit 5157f668ad
5 changed files with 141 additions and 96 deletions

View file

@ -37,7 +37,7 @@ void GL_BuildLightmaps (struct model_s **models, int num_models);
void R_DrawBrushModel (struct entity_s *e);
void R_DrawWorld (void);
void R_RenderBrushPoly (msurface_t *fa);
inline void R_RenderBrushPoly (msurface_t *fa, texture_t *tex);
void EmitWaterPolys (msurface_t *fa);